#for he is only another obstacle the player has to overcome
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transhitman · 4 months ago
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This is probably super basic analysis but I've been bouncing this around in my head for a while so:
MOUTHWASHING'S DEHUMANIZATION OF VICTIMS VIA GAMEPLAY
Something that fascinates me about Mouthwashing is how well it uses its medium to characterize the cast. Or, really, mischaracterize them, and demonstrate the ways Jimmy justifies his actions by dehumanizing his cohorts. The flavor text differing between Jimmy and Curly is the most surface-level example. Jimmy comes off as detached, doesn't give commentary relating to anyone but himself. If he says something regarding another crew member, it's usually negative (eg Swansea emptying the vending machine, saying the pills are to "keep Curly quiet" rather than to ease his pain). Curly meanwhile has more personal things to say about the environment. He mentions the bet he made with Jimmy about the rope in the cockpit. To Jimmy, it's just plain rope. Curly comments on how Anya and Daisuke act during game night. Jimmy doesn't comment on the game at all.
So it's not just how they interact with things, it's what the player can interact with period. Most strikingly, Jimmy doesn't allow the player to look at Anya's corpse. He doesn't even comment on it like he would an object in the environment. Each monster that stands in for her also stands in for the unborn child, with Anya tacked on as an afterthought, if at all. Jimmy refuses to see her at all, let alone as a person.
Curly, like Anya's body, can't be commented on. The only interactions you have with Curly are to harm him - to in some sick way try to fix what's wrong with him. Jimmy hates Curly, but at the same time puts him on a pedestal, and so the gameplay reduces him to both an object to be served, and a problem to be solved.
Jimmy has it in his head that he's the only one pulling his weight on the ship. The rest of the characters are doing wildly important things offscreen, of course. Anya is keeping Curly alive on nothing but hopes and dreams, Swansea is presumably salvaging the cryostasis pods in utility, and Daisuke is keeping stock of their supplies. But all of that happens offscreen, where we the player can not see. So it might as well not have happened. All of the characters are affected by this distortion, but Daisuke is hit hardest. He is a competent man, as goofy as he is, but to Jimmy he might as well be part of the set dressing. He's worthless, does nothing, until Jimmy can use him to solve a problem - literally just another tool in his inventory to be exploited and discarded.
And of course Swansea is framed as the antagonist. He's a hindrance from the start, barring the player entry into part of the ship. He has to be confronted to obtain a key item, subdued to progress the story, killed to win the game. He is only an obstacle to Jimmy, not a person with more complicated motives. He is a thing to be overcome.
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narcjsistx · 3 months ago
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"𝐒𝐀𝐍𝐓𝐀, 𝐅𝐎𝐑 𝐂𝐇𝐑𝐈𝐒𝐓𝐌𝐀𝐒 𝐈 𝐖𝐀𝐍𝐓... 𝐀 𝐎𝐒!" | bllk os event ⛄
christmas is near, and why not spend the week before the big day reading oneshots about the characters from the blue lock animanga?
EVENT FROM 18 TO 25 DECEMBER!! every day, a new os with a different romantic trope
I asked chatgpt this question for all the characters in the list: if you think of the character (name), what song comes to mind? with what trope?
I chose the characters I write about the most, plus some I've never written anything about, but who interest me. I hope to satisfy you!
— 18/12: rin itoshi
— 19/12: sae itoshi
— 20/12: isagi yoichi
— 21/12: shidou ryusei
— 22/12: karasu tabito
— 23/12: nagi seishiro
— 24/12: bachira meguru
— 25/12: kaiser micheal
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— rin itoshi 18/12 — RIGHT CHOICE OS
song: "Homewrecker" by Marina
trope: Forbidden Love. the song explores themes of attraction that may be complicated, reflecting the idea of falling for someone who is already involved with someone else
plot: falling in love with Rin Itoshi, the captain of the national team, was not in your plans, it never had been. you hadn't done it, or at least you had hidden it well, when you were a child, but doing it now that he was about to get married? damn
——— 🎄
— sae itoshi 19/12 — ANNIVERSARY GIFT OS
song: "Numb" by Linkin Park
trope: The Weight of Expectations. the pressure to meet societal or familial expectations can create tension in a romantic relationship, leading to misunderstandings and emotional distance
plot: that your boyfriend was sometimes distant was not a new thing. he often needed his space, both physical and mental, and you accepted this. but you did not expect him to put a match in the first place of the list on the day of your wedding anniversary
——— 🎄
— isagi yoichi 20/12 — OCCUPY EVERYTHING OS
song: "Hall of Fame" by The Script featuring will.i.am
trope: Supportive Partner. the idea of having a partner who encourages and believes in you can be a central theme. this trope highlights how love can motivate individuals to pursue their dreams and overcome obstacles
plot: today is an important day, very important, maybe the most important of your boyfriend's life, the dream of a lifetime finally realized: the soccer world cup. last minutes, the ball ends up in the net thanks to him. the crowd tries to win the heart of the japanese boy, but he already has your heart that has always supported him
——— 🎄
— shidou ryusei 21/12 — BEAST AND ANGEL OS
song: "Bad Guy" by Billie Eilish
trope: Opposites Attract. the song's edgy vibe can represent a relationship where two very different personalities are drawn to each other. one partner may be more wild and carefree, while the other is more grounded, creating a dynamic tension that can lead to romance
plot: during the christmas period it was normal for the association to invite the players, and their girlfriends, to organized dinners. shidou loves to show up at these dinners with you, where everyone asks you how you can be together even though you are so different
——— 🎄
— karasu tabito 22/12 — THE FEAR OF BEING OS
song: "Crawling" by Linkin Park
trope: Rescue Romance. in this trope, one character is drawn to another who is struggling with their inner demons. the relationship becomes a journey of support and healing, where one partner helps the other confront their issues, leading to a deep emotional bond
plot: the pact had been clear from the beginning: only needy kisses when the situation called for it, but no relationships. everything had been going smoothly up until that point, but the main problem was that now you were falling for your enemy's best friend. does tabito not want relationships because he doesn't want to set up seriously or just because he's afraid of ruining everything by being mediocre?
——— 🎄
— nagi seishiro 23/12 — GET USED TO OS
song: "Young and Beatiful" by Lana del Rey
trope: The Fear of Losing Love. this trope revolves around the anxiety of whether love will endure as time passes. the song's lyrics express a longing for reassurance that love will remain, even as youth and beauty fade
plot: nagi thinks everything is a hassle, but you're the last thing he thinks is. the only drag here is how he's starting to think the chemistry between you is running out
——— 🎄
— bachira meguru 24/12 — RUN AWAY OS
song: "Feel Good Inc" by Gorillaz
trope: The Escape from Reality. the song's themes of breaking free and seeking happiness can align with a romance where the couple finds solace in each other, escaping the pressures of the outside world. this trope emphasizes the idea of love as a refuge
plot: running away from the cameras was the favorite thing you and meguru did every chance you got. your love was yours alone, why give the world just a small slice of everything you felt for each other? it would be a waste
——— 🎄
— micheal kaiser 25/12 — LAST CHANCE OS
song: "Stronger" by Kanye West
trope: The Second Chance Romance. the idea of coming back stronger after a setback can represent a relationship that has faced challenges but is given a second chance. this trope explores themes of forgiveness, growth, and the rekindling of love
plot: why kaiser was at your door the night between christmas eve and christmas day? why did he have a red package, even though you had broken up last month?
——— 🎄
if you want to be tagged say it! I will add you to the list without problems 💗
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hughesybear · 1 month ago
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Vancouver Canucks team president says there is no good solution in rift between Elias Pettersson and J.T. Miller
Jim Rutherford, president of hockey operations for the Vancouver Canucks, made a career as a small 5-foot-8 goaltender by overcoming any obstacles in his way, but he’s facing one now that he can’t seem to get past. He has two star players who apparently can’t stand one another: top centres J.T. Miller and Elias Pettersson. And it’s put him and the organization in an unfathomable bind.
In the past, he has always felt like he could find a solution to any tricky situation, Rutherford told The Globe and Mail during an interview on Monday, “and I felt like for a long time that there was a solution here because everybody has worked on it, including the parties involved.”
“But it only gets resolved for a short period of time and then it festers again and so it certainly appears like there’s not a good solution that would keep this group together.”
While that may not come as a huge surprise to the Vancouver market – both players’ names have been connected to trades amid reports they have repeatedly clashed – it is still sobering to hear when the president of the team confirms it. And then when he admits there is no solution that is likely to make anyone happy, well, then, reality really does sink in.
Of course, personality differences exist in every NHL dressing room. For as long as the league has existed, there have been situations where players haven’t liked one another. You would think that in this case, an alpha male who likes to push his weight around like Miller, 31, and a more sensitive and soft-spoken player like Pettersson, 26, could put their differences aside for the good of the team. But apparently not.
“We’ve had those conversations and I think the parties understand that and I think they’ve tried,” Rutherford told me. “As you know, sometimes emotions get deep and as much as people try sometimes you can’t get over it. It certainly appears that’s what’s going on here.”
It is, to put it mildly, a problem that could end up impacting the Canucks for years.
“We’re talking about two of our top players,” Rutherford said. “Certainly, our two best forwards. It can really be tough on a franchise – not only present but into the future – when you’re planning on peaking this team into a contending team and then you find out that’s not going to happen. Or at least it’s not going to happen with the group we have now. Then you have to put together a new plan.”
Last year, this situation seemed, well, unimaginable. The Canucks played a feisty, tightly-structured game that took them to the seventh game of the second round of the playoffs, which they ended up losing to Edmonton Oilers, an eventual Stanley Cup finalist. It was a safe assumption that the team would take another step this year, and Pettersson in particular would be back to his old, prolific self. But that didn’t happen.
Pettersson hasn’t looked anything like the player who earned an eight-year, nearly $93-million contract last March, making him one of the top-paid forwards in the league. It’s often seemed like the burden of expectations that come with that sort of deal has been too much. Or maybe it’s been the problems he’s experiencing with Miller that has shaken his confidence. Doesn’t matter. He’s been a shell of his former self.
Miller hasn’t looked like the dominant player who roamed the ice last year either, one of the top two-way centres in the NHL. He missed 10 games this season when he had to step away from the team for personal reasons. Who knows if the situation with Pettersson has impacted his game as well. How could it not if it’s as bad as Rutherford makes it out to be?
But the whole team hasn’t looked like the same either. This year’s version has, in recent weeks, taken down Toronto, Edmonton and Washington – three of the top teams in the league. But then other times, far too often, they have looked disorganized and disengaged. That’s the maddening part about it.
“When you don’t have chemistry, it’s hard to be that consistent team because there’s too much going on in the room for everybody to concentrate on what they’re supposed to do,” Rutherford said.
I asked Rutherford if he means the Miller-Pettersson drama has impacted the entire team.
“Yes, yup,” he said.
Rutherford and his general manager, Patrik Allvin, are uncertain if removing one of either Pettersson or Miller will fix the problem. “We don’t know,” Rutherford said. “We’ll just have to wait to find out. We’ll have to take it a step at a time. If we try and do it too fast, that’s really when you can make some mistakes.”
Of course, the Canucks’ problems are no secret. The entire world knows. This includes general managers who have been circling the team like vultures looking to make away with an outstanding meal for very little cost.
Rutherford said he’d been doing the same if he were in their shoes. But he didn’t earn the reputation he has by buying high and selling low.
If the right deal doesn’t come along, it’s conceivable that both players could finish the season on the team. He said he’d rather not have to trade either player.
As much as he wants to fix the problem, he has to be smart about it. He can’t just sell Pettersson and Miller for multiple first-round picks and start over, for one simple reason – superstar defenceman and captain, Quinn Hughes.
Hughes is just 25 and entering his prime as a player. He could win multiple Norris trophies before his career is over. He does not want to be part of any rebuild in Vancouver. A retool perhaps, a rebuild definitely not.
“If we were going to completely start over that means he goes,” Rutherford told the Globe. “And we’d like to figure out a way that he’s here forever.”
What does that look like?
“We’ll have to do the best we can in trades,” Rutherford said. “Whatever assets you get in return, you may turn them into something else. And we have to work our way back into being a contending team.”
Still, any way you look at it, the Canucks are in a vulnerable – scratch that – are in a lousy, horrible, rotten, just-about-as-bad-as-it-gets position. Both Miller and Pettersson are No. 1 centres. In these times, you don’t trade a No. 1 centre and get a No. 1 centre back. “Those deals aren’t going to be there,” Rutherford acknowledges.
“So yeah, if a centre goes out of here we have to get some kind of centre back but it’s not going to be the same as the centre going out. It might not even be a No. 2 centre, but you’d have to do the best with what we have until we figure out how to fill that spot back in.
“And then, of course, you have to get extra things [in any trade] that you can either use in the future to flip for NHL players now or for other positions or things like that.”
This won’t be music to the ears of Canucks fans, but Rutherford is just being honest. It’s not like he asked for this nightmare to be foisted on him because he was bored with winning.
What the Canucks look like at the end of this season is anyone’s guess. Odds are they are going to look a lot different and likely a lot less appealing. At least for a while.
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thecoppercompendium · 5 months ago
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An overdue reintroduction
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I've been here a while and, to be honest, my original pinned post is a touch outdated at this point. I've made a tonne of stuff since then, for a start.
So, hi! I'm Daniel (he/they) an indie TTRPG designer. I've made 7 original games to date, as well as several supplements for D&D 5e and some that are system agnostic.
I'm based in the UK, am interested in pretty much anything TTRPG-related (and adjacent areas, too), and love to hear about the awesome stuff people are designing! Seriously, there are so many talented people on this website.
I'm a member of UK TIN (UK Tabletop Industry Network), and cannot recommend having a bunch of people to talk to about TTRPG design with enough (if you're UK based, go join the TIN discord!). I'd love to discuss design and people's games here, too!
Right, on to my games! I'm only going to put my original games on this post (for the pretence of brevity), but I'll put links to my itch.io and DriveThruRPG above the cut if you want to check out everything I've made. For the rest, delve below the divide!
Let the games begin!
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A one page, card-based game about struggling to prepare for and survive the coming revolution, as the advisors of the current ruler. Backstabbing not required by highly suggested. Pay-what-you-want.
Get it on itch.io
Get it on DriveThruRPG
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A little one page solo game about pushing a boulder up a hill. One more try. Maybe this time you'll reach the top. Pay-what-you-want.
Get it on itch.io
Get it on DriveThruRPG
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Who doesn't want to make a monster? Another one page game, in which you and friends dissect hated documents to create glorious life. Mind the angry mob, looks like you've upset the villagers... (Pay-what-you-want.)
Get it on itch.io
Get it on DriveThruRPG
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A game based on Caltrop Core in which players delve into the cursed fragments of the old world, within the temples the Old Gods left behind. You might explore a twisted mirror of a city street, a school or even a space station. Use the power of your mutations and curses to overcome the odds and emerge alive. Paid, but with community copies available on itch.io.
Get it on itch.io
Get it on DriveThruRPG
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Do you have days where the world just doesn't want you to reach your destination? That's what this one page solo game is about. Made after a discussion about getting to UKGE with UK TIN. Pay-what-you-want.
Get it on itch.io
Get it on DriveThruRPG
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A solo, card-based game about climbing a mountain and learning who you are as you climb. Begin with a bare-bones character and learn who you're playing as you overcome obstacles and ascend ever higher. Not everyone will make it to the top. Everyone has a journey worth making. Paid, but with community copies available on itch.io.
Get it on itch.io
Get it on DriveThruRPG
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A one page minigame for solving complex puzzles, for instance lockpicking, hacking or creating a precise chemical. Uses codebreaker-type mechanics with scaling difficulty. Pay-what-you-want.
Get it on itch.io
Get it on DriveThruRPG
Thats all for now folks! I'll add new games when I create them! I've always got a bunch in progress, as is the game designer's dilemma...
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zara-renata · 2 months ago
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not to take away from the happy, romantic, and sexy mood of the new banner but in an adaptation of orpheus and eurydice where sylus is orpheus do u think he turns around? and if mc is orpheus, do they turn around? i feel like the answer might be a little different for each of them
This is such a fascinating ask, and also one that I think is really hard to answer. The whole point of tragedy is that it is unavoidable because of the fatal flaw(s) of the characters. And these two have already made their own mistakes in their own tragic myths. I'd like to think they'd learn from the past when given another trial/chance to do it right.
But if we're just putting Sylus and MC in the original myth, without their backstories, and only going on their personalities... I think if anyone could overcome the fated tragedy that this myth represents, Sylus could. He has overcome every single obstacle in between him and bringing his beloved back from the dead. He has so much self control. He's single-mindedly focused on his goal, of saving MC, assured that it is an inevitability because he will make it so, the whims of fate or gods be damned. He will master his doubt as he's leading MC back to the world, he has the mental fortitude and patience to just keep going, regardless of his fears, any doubt that starts to creep in the longer the journey takes. He's also used to the dark. What's a little walk through the deep dark, if MC being whole and safe is the reward at the end? He's also a man who reads the fine print-I don't think he'd turn around once only he is in the sunlight. He's going to ensure that MC is out too before he turns, because that was the deal, and he's not going to take the risk, every contingency must be accounted for, this is his beloved's life; what he feels, his eagerness, his worry, all of his own concerns are superseded by what must be done to ensure that MC can live again, be free again, be by his side again.
And even if Sylus is Orpheus, but also carries the weight of his own mythic past, he's already waited so long to find MC again, what's a little longer to ensure that he can keep them? He's been here before. He's lost them before. This is nothing, compared to losing his mind, wanting to devour them. This is nothing, compared to dying on their sword. This is nothing, compared to being ripped back from the peace of his own death to live again and again because MC, like he is doing now, refused to let him stay dead. At least now, he has a chance to fix it. All he has to do it keep leading MC through the long dark, out into the sunlight. Patience. Inaction, as opposed to action. The familiar dark. No plotting necessary anymore, here at this final stage. All he has to do is keep putting one foot in front of the other, and ensure that MC's footsteps are matching his in the sun soaked world before turning and looking at their perfect face again.
Yeah, I think in either instance, Sylus succeeds, if only because I need him to succeed.
As for if MC is Orpheus. That's so difficult, because each player, each person who loves him is different, and brings their own baggage. Canon MC in game is a rule-follower, even if she's Sylus's MC in the present time of the game. She's thorough, stubborn, persistent. Even when they nerf her, she still succeeds. I think she'd tenaciously follow the rules of the deal, dutifully do everything perfectly, wait until she's absolutely sure that he's out, being blinded by the painful sun, before she turns to eagerly look at his beautiful face again. And if she's Myth!MC, she's such a lovely vicious creature, I think just spite against the gods would carry her through to success to bring back her dragon, her gentle Eurydice.
Now, MC from my fic. That's a good question. I think, like Sylus, they'd be so single-mindedly focused on saving him, that what they feel, their terror of failing, their heartbreak from having to go through losing him, the torture of every step and obstacle that they have to overcome to get him back, being so close to having him whole, alive, safe again in their arms would keep them looking forward, no matter what. They have a particular, desperate, similarly vicious temperament as dragon!mc, and a sort of selflessness in regard to Sylus that would have them ignoring their own desperation to confirm that he's behind them, that he's still there. It doesn't matter what they need, just like Sylus feels in reverse---what matters is what must be done to save their dragon, no matter what it costs them.
Welp, after writing it, it turns out that this wasn't hard to answer at all. I can't help it, I don't believe in the inevitability of tragedy. These idiots deserve a softer ending than Orpheus and Eurydice, and I think they'd manage. They've been through enough. I think their desperation, their strange selflessness in regard to each other, their willingness to sacrifice themselves for each other would be the thing that makes them succeed. I really do envision them as mirrors of each other. They're two halves of the same soul. If one could succeed, so could the other. And maybe I just have a naive belief that Sylus would succeed, despite all of his flaws in other respects. He just loves MC too much to fail.
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twistedtummies2 · 10 months ago
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Top 5 Castlevania Dracula Boss Battles
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The last time I talked about Dracula and Castlevania, I discussed the various pieces of music that accompany the Count during his boss battles. But what of the boss fights themselves? After all, just as the King of the Vampires is a constant presence throughout the franchise, with many pieces of music devoted to him, so is his role as a boss in the game. In most titles, Dracula is the final boss the player must overcome; as the Prince of Darkness, it’s only fitting he be the last obstacle the Belmonts and their allies must face.
The thing about Dracula bosses in Castlevania, however, is they are generally very much the same. Dracula’s moveset and abilities are as iconic as he is, within the franchise, so most games feature the same basic bunch of attacks and ways to beat them. As for the ones that differ…well, to “differ” does not mean to “improve,” let’s just put it that way. XD As a result, it’s hard to pinpoint very many Dracula battles that are truly unique and noteworthy, since - as great as it always is to go toe-to-toe with the Count, he isn’t necessarily a boss who has a lot of variations. They aren’t necessarily bad fights, there’s just not much to say about most of them. HOWEVER, there are a few Dracula battles throughout the franchise that I feel stand out from the crowd, for one reason or another. Some of them are interesting because of context and story. Others are interesting because of the variations - however major or minor - in gameplay and stages. And, of course, the very best ones are usually great because of both. So, let’s give some credit where credit is due, and take another quick peek to the long and storied history of Count Dracula in Castlevania, by showcasing some of his more interesting showdowns. These are My Top 5 Dracula Battles from Castlevania!
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5. Dawn of Sorrow.
This battle is different from all the rest, for a few reasons, most of them related to context. Unlike all the other battles on this list, this Dracula boss is an OPTIONAL encounter, and it’s actually a very tragic sort of conflict. In “Dawn of Sorrow” - the direct sequel to the earlier Castlevania game “Aria of Sorrow” - you play as Soma Cruz. Soma is, in fact, the reincarnation of Count Dracula, and a big part of both games is him fighting with his literal inner demons to prevent himself from becoming Dracula proper. In both games, there’s a bad ending the player can run into, wherein Soma loses the battle, and is “erased,” with the spirit of the Count taking over his mind and body, as he becomes the mythical vampire. With “Dawn of Sorrow,” this bad ending was taken a step further with a special little something called “Julius Mode.” In Julius Mode, you play as one of Soma’s allies, Julius Belmont (as well as a couple of other characters), who now is forced to travel through Dracula’s Castle and face Soma in battle. “Dark Lord Soma” IS Dracula, even if he looks different and isn’t necessarily called that by name, so I’m counting it here. In this bad end boss battle, Soma/Dracula uses a combination of skills common in past games and some new abilities Soma has used throughout the main game. He summons demons to aid him in battle, uses special glyphs to attack, and quite literally flies around the field, teleporting about to evade your own strikes. While this isn’t Dracula’s most difficult boss encounter, it’s seeing our main character fall to darkness in such a way - seeing Soma BECOME the legendary Count - that makes this duel so memorable. Thankfully, you CAN win the game with a good ending, where Soma remains himself and this fatal fight never occurs…but that’s another story for another time, perhaps.
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4. Curse of Darkness.
This is the only fight on this list that’s done in a 3D perspective rather than a 2D (or, in one case, I suppose, “2.5D”) point of view. Most Castlevania games, you see, are side-scrolling adventures. However, there have been a few games done in a 3D style. The problem is that most of those games either suck, or just don’t feature Dracula as a boss. (Or both.) “Curse of Darkness” is the only exception to these rules: it’s one of the best 3D ventures the series ever took, and it’s got a pretty great Dracula battle in it. Our hero for this journey is Hector: a “Devil Forgemaster” who once served Dracula, before betraying him when the Count’s plans became TOO deplorable for Hector to condone. When the vampire is resurrected by Death - with help from Hector’s nemesis, the deranged fellow Forgemaster, Isaac - Hector is forced to fight his former master, in order to stop Dracula from re-enacting his schemes of destruction. Dracula uses some of his common tricks from the side-scrollers in the first stage, along with a few new abilities (such as attempting to drain Hector’s blood), before shifting into a more monstrous, demonic “True Form,” which is typical for the Count in this series. The music is glorious, especially during the first stage, and both fights can be pretty challenging. It’s definitely Dracula’s best boss fight in a 3D Castlevania game, in my opinion.
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3. Dracula X Chronicles.
Many Castlevania fans consider this one of the best Dracula battles in the series, if not THE best, and I am no exception. In my opinion, this is the pinnacle of Dracula’s “Classic” solo battles; they don’t get any better than this one. “Dracula X Chronicles” is a remake of the game “Rondo of Blood,” with 3D graphics, a different artistic styling, and several other changes, most of which are fairly cursory. The updates to the battle with Dracula, however, improve on the original to create something glorious. The first two stages of the fight are pretty standard: first the player faces Dracula as he teleports around and sends projectile spells after you, then the Count changes into his True Form - a massive dragon-demon-thing - and stomps around while breathing fire and sending bolts of energy at them. HOWEVER, there is then a third form to Dracula, where he resumes a more humanoid appearance, but now with strange, fleshy wings, and flies around the field with a whole new slew of abilities: he summons swarms of bats, changes into a wolf to charge and bite the player, creates fiery bursts from the ground, hurls meteors at you, creates bloody blades to slash at you, and can even summon a veritable HURRICANE OF BLOOD that floods the screen! (Yikes!) He moves more quickly in this battle, making it harder to get a hit on him, and as the three stages progress, the scenery for the duel grows more warped and nightmarish in appearance. It’s definitely one of the Count’s shining moments as a boss, helped by the superb arrangement of “Dance of Illusions” that accompanies the battle. Yet it’s only number three on this list…what heresies am I cooking up…?
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2. Mirror of Fate (First Battle).
“Mirror of Fate” was part of a series of games referred to as “Lords of Shadow.” This was an attempt to reboot the Castlevania franchise, with new lore and an aesthetic style inspired by the “God of War” franchise. At least four games were planned, but only three were made: the original Lords of Shadow, Lords of Shadow 2, and a portable spin-off - Mirror of Fate - which took place between the two, bridging the gap. In the two LoS “main” games, Dracula was actually the main protagonist…but for “Mirror of Fate,” the creators decided to pay homage to Castlevania’s roots. Not only was the gameplay once again done in the form of a side-scrolling adventure, but the plot once again focused on the heroic Belmont family facing off against Count Dracula, with the King of the Vampires once more playing the role of antagonist. “Mirror of Fate” is actually a contender for my favorite Castlevania game, as I felt it did a good job combining elements of both the old and the new, and updated the classic formula in a fun, fresh way, while still keeping lots of things longtime fans would recognize. I wouldn’t say it’s the BEST game, but it IS among my FAVORITES. (Again, I will always personally feel there’s a difference.) The game is told in three chapters, each featuring a different protagonist, telling the story in a non-linear format. Dracula is fought twice in the game, and while the final battle at the end of Chapter 3 isn’t bad, I VASTLY prefer the battle with the Count at the end of Chapter 2. Dracula uses a combination of classic moves from past games in the franchise, with a few new skills original to the Lords of Shadow universe. You have three generations of Belmonts all involved in the battle, which is already pretty cool. The battle has multiple, interesting stages - including Dracula taking control of one of the protagonists, and then trying to leech the lifeforce from the player - and Robert Carlyle, in the role of the Count, is just eating up every taunt and cackle he gets to utter. I can’t give away EVERYTHING that makes this fight great, but it was honestly really hard to choose between this and the previous option. I feel this fight is more unique, and has more personal stuff going on within it, between the characters and even the player, so it won out in the end. (Sorry, DXC. I still love ya.)
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1. Portrait of Ruin.
This game is home to my single favorite boss battle in all of Castlevania. There are a lot of reasons why, but it all comes down to one thing: you’re not just fighting Dracula during this battle. You’re also fighting Death. Yep! The two main antagonists of the series, Count Dracula and the Grim Reaper, fighting together! This, somewhat surprisingly, is the only time in the series this has ever happened: Dracula and the Reaper have both been iconic bosses and villains throughout the franchise, but this was the first (and so far last) time both fought the player side-by-side. During the first half of the battle, Dracula uses a lot of his classic tricks, while Death plays support, swooping at the player in both horizontal and vertical strikes, swinging his scythe to try and catch them off-guard. Once the pair are nearing their last legs, Death allows Dracula to absorb his power, and the Count transforms into his True Form, now made extra-powerful with the help of the Reaper. It’s during this second stage of the fight that the buddy system of the game - utilizing two playable characters with different skills - really becomes a major point, as Dracula will use his magic to transform his own wings into spiked walls, attempting to crush both of the player’s protagonists - Jonathan Morris and Charlotte Aulin. Oh, on that note, yeah, the main playable protagonist is Jonathan Morris. Why do I consider this a big deal? Because Jonathan Morris isn’t just a random original character, he’s related to characters from the original Bram Stoker novel “Dracula.” And for me, that only adds an extra cherry on top of this most decadent cheesecake. In a way, this battle feels like a big celebration of Castlevania, and is equal parts fun and EXTREMELY challenging. I know Dracula isn’t working alone during this battle, but I’d feel remiss, nevertheless, if I didn’t name it as My Favorite Dracula Battle in Castlevania.
HONORABLE MENTIONS INCLUDE…
Order of Ecclesia. (This Dracula can adapt his moveset depending on how you approach the fight, and there’s some ambitious animation on him for a 2D Nintendo DS title.)
Super Castlevania IV. (Arguably the most classic of all classic battles…except for maybe the very first Castlevania game, I suppose.)
The Final Battle from Mirror of Fate. (While not as good as the first fight, the final duel of the game, between Trevor Belmont and Dracula, isn’t necessarily bad.)
Super Smash Bros. Ultimate. (May not be an actual Castlevania title, but where else can you play as Solid Snake or Bowser while fighting Count Dracula? XD )
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toxinfrog · 1 year ago
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Some thoughts on the secret bosses
I have some thoughts and theories/incoherent ramblings about Deltarune that have been rattling around in my head all day, and I've decided to share them, if only because I have to talk to somebody about them. Also, I've come up to this section because WOW this post is getting long, and I haven't even gotten to my main point yet, so, uh, fair warning: It's a long one.
So, first of all, Spamton and Kris are quite similar characters, and sort of "rhyme." I want to use the word "Foil", but I don't think that's quite right, so for now, I'm going to go with saying that the characters Rhyme. Spamton is a puppet under the control of another being, and so is Kris. This is quite well-trodden ground, so I don't want to linger here much longer than I have to, but I'm starting with this because it's where my train of thought began.
I then remembered how I leaned towards the idea that the thrown-away flowers could be the secret boss for Deltarune Chapter 3, as they would have some severe narrative importance for Kris as a discarded relic of their divorced father. Then, the thought occurred to me that I have no reason to assume that all of the secret bosses are going to be narratively significant to Kris, aside from the motif of seeking or having freedom: They may be the main character, but there's already counter evidence to this idea, and that evidence is Jevil.
As far as I can tell, Jevil does not have a lot to do with Kris. He has quite a few things in common with Spamton (Nihilism, thrown-away thing, ect.), but Jevil does not rhyme with Kris. That being said, you know who Jevil kind of does rhyme with? The Player. For starters, both Jevil and The Player see the world as a game and make the people of the world its participants. Sure, Jevil may have decided to go around killing people and we as players didn't (Or rather, couldn't in chapter 1, with the most one could do being frightening enemies away), but we both played a game with the people of this world, whether that was reducing their HP to zero or ACTing until they were unwilling to fight back. There's also something to be said about the perspective of imprisonment: Much like how Jevil saw those outside his cell as imprisoned despite the protests of the fun gang, we see the characters as trapped inside a computer screen, or a television, or a Nintendo Switch, or whatever else you're playing on that I'm not thinking of right now. Their world is very much limited to just the confines of hometown in our eyes: They probably believe that there's a whole world out there, but to us, it sure looks like a prison. Another thing, and one that I only just now thought of, is that Kris is known to imprison the player's soul, much like Jevil was imprisoned by the other darkners. One final note, and this one's a bit of a reach, but I did warn you about the incoherent rambling: Both Jevil and the player live in a spinning world.
One more angle that I just now thought of is the angle of Spamton embodying Kris's fears and the idea of Jevil embodying the player's fears. Kris is, of course, afraid that they can't live without being under the control of their puppetmaster, and Spamton embodies this fear by dropping to the ground the moment their strings are cut, and only coming to life again after being strung back up, implying that Kris is screwed if they manage to get what they want. That being said, what does the player fear that Jevil represents? Well, if you ask me, my greatest fear when trying to get into an RPG is that I'm not going to be able to get invested in the story and characters, and Jevil definitely seems uninvested in the well-being of the darkners: He's more interested in playing the game than he is in the people within it. In fact, his treatment of characters in the story as obstacles to be overcome and little else is what got him locked up in the first place. Jevil may very well be the living embodiment of becoming so disinterested in a story that you just start mashing A until you get to the fun gameplay, and for an RPG player, there's not a whole lot worse.
Something that comes to mind is the fact that the player is treated like a character in the story: Most main characters in video games don't interact with the player playing them, but Kris frequently puts the character in Time-Out to go do their own thing without the player's intervention. With that in mind, as well as the fact that both Kris and the Player rhyme with secret bosses, it may very well be possible that there could be a pattern of secret bosses rhyming with different major characters in the story. This could mean that instead of every secret boss connecting back to Kris, there's a secret boss meant to connect to Kris, the player, Susie, Ralsei, Noelle and whatever other major players come up in later chapters.
The main reason I think I assumed secret bosses were always Kris adjacent was because of the freedom motif throughout them, but who's to say that freedom isn't just a motif for the whole cast? For example, Noelle certainly seems pretty constrained on freedom between not being able to do anything about her ill father or missing sister and having a very strict mother. Continuing down the list, Susie is probably either homeless or neglected, and probably feels pretty powerless to change that, not to mention her pushing the whole "Your Choices don't Matter" Idea onto Kris when half of her bullying seems to be projection. Ralsei seems to be least in need of freedom at first, but considering how closely he holds the prophecy, it seems that a certain level of predetermination is core to his worldview. As for the player, well, you may get all sorts of choices, but the steam page DID say there was only one ending, and yeah, there was a question mark at the end, but it is definitely put into your head early that this game is not as free as Undertale.
So anyways, if the secret bosses are all related to characters, then maybe we can use the relations between characters and compare them to the relations between secret bosses and see if there's anything interesting there. Well, Kris is probably not very fond of the player: I mean, we ARE the ones controlling them, and I definitely feel some malice in the way they chuck our soul around. So, what are Spamton's opinions on Jevil? Well, he certainly doesn't seem fond of "THAT DAMN [Clown around town]" at all, honestly. One thing in particular he cites that stands out to me is his need to bust his ass working while Jevil only cares about games: This sounds a lot to me like how Kris has to do all of the physical labor that would be expected of such a grand adventure while we simply get to experience it as a game. I'll admit that that part is a reach, but I do think that the mirrored disdain is worth something, at least. I would love to examine the other side of this relationship in detail, but Jevil barely talks about the people he's interacted with, and never even mentions Spamton (which all certainly fits with my interpretation of Jevil, but I digress), so that's going to be difficult.
I wonder if Spamton mentions any other secret bosses? Well, the only two characters he mentions that we haven't met yet are Tenna and Mike, and by all accounts, Tenna is almost certainly the TV that is going to be the main antagonist of chapter 3, so that just leaves Mike. I don't know if Mike is going to be a secret boss or have some other significance. That being said, let's suppose that he is to be a secret boss, and try and extrapolate from there. What does Spamton think of Mike, and what do we know about the guy? Well, Spamton is fairly fond of Mike, and based on the warning he gives us regarding not believing "[Anything you see on TV]", it seems that Tenna is spreading negative rumors about Mike, and, considering this Tenna character is the ruler of a dark world in the same league as Queen or the King of Spades, it wouldn't be surprising if these rumors stuck. You know who Kris is quite fond of and finds themselves swarming with negative rumors? Susie. It seems like you can't talk about Susie with anyone without the rumors about her behavior coming up: Even Noelle seems shocked by the idea that Susie is a nice person, and Noelle is probably the most Pro-Susie biased person in existence. I guess what I'm trying to say is I think there's a possibility that Susie and Mike are going to rhyme in the same way that Kris and Spamton do.
At any rate, seeing some secret bosses get into other character's heads the same way that Spamton did with Kris in that way that only said character truly understands is a narratively fascinating topic, and I hope the idea gets explored.
Okay, I think that's everything.
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drpg-global-archive · 2 years ago
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DRPG - EVENT - GET BACK! CAT CAFE CRISIS
5/5 A Bro's True Intentions
The party takes a break after a heated battle with the Sardine Doods, but then they notice something strange.
Abducted Cat
Xenolith: …………
Rainier: I've no idea where that Prinny Gang... I mean  the Sardine Doods have gone. Then it's time for us to continue our fight.
Virunga: Wait!
Etna: Now what? Is it another plot obstacle to overcome?
Virunga: Some of our cats went missing!
Etna: Eh!?  Where did they go?
Barbara: It's him! He took them away!
Rainier: Don't panic, Barbara. Are you mad?
Barbara: Of course I'm mad! Xenolith took away our hard-earned cats! 
Etna: Huh!? Why would he do that!?
Stage 1 - Progress in Confusion 1 Stage 2 - Progress in Confusion 2
For the Cats
Virunga: Xenolith has been helping us all the time, but why did he…
Rainier: You're an angel. Don't tell me you trusted that red-haired demon.
Virunga: N-No, I didn't… Just by the way he treats cats, I can tell that he loves cats.
Barbara: I don't understand what love is, but I thought Xenolith was fond of those adorable cats! I didn't think he would betray us! I'll never allow him to take away our adorable kitties! I... I will save them!!
Rainier: Hey, Barbara! She loves taking charge when it comes cats.
Virunga: Count me in!
Rainier: Are you going, too, Etna?
Etna: ...Of course I am. Yeah. I haven't got my dessert coupon yet!
Stage 3 - Follow Barbara! 1 Stage 4 - Follow Barbara! 2
Xenolith's Purpose
Virunga: F-Finally, we've caught up with him…
Xenolith: You're here too.
Etna: What's that supposed to mean?! I need those cats to get my free dessert! Give them back!
Barbara: Why, Xenolith? Don't you love these adorable cats just like we do?
Xenolith: That's…
Etna: What the hell is wrong with you?  You dragged me into your scheme, and  now it has come down to this. But... the look on your face when you petted cats… Are you trying to use these cats too?
Xenolith: ...No, you're wrong.
Etna: Then why did you take away those cats from us?
Xenolith: I don't have time for this.
Etna: ...Oh, really? I get it. Barbara, Virunga, and Rainier. And you, [Player]. Let's beat him up. He's practically begging for it.
Virunga: Are you sure?
Etna: Yeah, it is. If he doesn't want to tell us, then I'll make him spit it out!
Xenolith: ...I guess I have no choice. If you insist interfering, then I'll have to fight back.
Stage 5 - Big Bro in the Way
Boss - Xenolith: I'm sorry, but I won't let myself get caught.
The Cat-connected Stories
Xenolith: You fought well.
Etna: Of course I did. But that's not all!
Virunga: Give the cats back!
Etna: That's it…
Flonne: Stop right there!!!!
Etna: Flonne?! Don't stand in my way! I'll give him a beating he won't soon forget!
Flonne: No, Miss Etna. Xenolith didn't do anything wrong!
Virunga: But didn't he steal all of our cats...? Wait...?! Why is he carrying only some of the cats with him?
Flonne: Xenolith only took the kittens who got sick because of the environment here in the Netherworld!
Etna: Huh?
Flonne: I help out at the Netherworld Hospital during my free time. Xenolith was trying to  bring those kittens to me. He was in such a hurry that he didn't even have time to explain anything to you.  That's how much he cares about cats!
Etna: Wh-What is this all about?!
Xenolith: Virunga, how are those cats doing?
Virunga: Ah, thanks to your and Flonne's help, they received in the Netherworld Hospital and are all fine now. Flonne scolded me for talking about loving cats all the time but failing to notice they were unwell. If it wasn't for your help, I can't imagine what might've happened. Thank you so much.
Xenolith: No worries. I did it all for the cats.
Barbara: That was impressive, Xenolith! Despite our suspicions, you still proved your unwavering love for cats! Please, you must join my  "Cat Clique"!
Xenolith: I'd be happy to deliver the final strike.
Etna: You always keep everything to yourself, all bottled up. Why didn't you just tell us what happened? That would be much less irritating. 
Xenolith: It was my fault. Upon seeing those cats, I thought of you before I realized. So I acted a little rashly. 
Etna: Wh-What...?! Don't be ridiculous! How am I like a cat?! Anyway, I've got the free coupon from Virunga. If you're too scared to go there on your own, I may consider accompanying you until the free desserts run out. Even though you're so irritating... You're still my brother at the end of the day.
Xenolith: Okay. Thank you, Etna.
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rosegoldrae · 3 months ago
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Sousaphone Simon and Stacy Collins
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Well, folks! I would like to introduce you to a sweet fictional couple I created: Sousaphone Simon (Disrespectoids) and Stacy Collins (an original character). 
They’re the true definition of breaking societal norms that have been around for decades. The cheerleaders, in most films and tv shows, originally go for the jocks, while the geeks go for girls who are similar to them or develop a crush on the pretty girls who don’t reciprocate their crush. For example, in Kim Possible, the titular heroine was the head cheerleader at Middleton High School and began dating her best friend, Ron Stoppable, during her senior year of high school while the rest of the cheerleading squad (including Bonnie) was dating the captain of each sports team. Bonnie Rockwaller was the only fictional mean-spirited cheerleader (and alpha bitch) of the squad, who was actually kind and friendly. Tara, on the other hand, was the only cheerleader to be the stereotypical “brainless beauty”. Another example: Shelby Cummings (A Cinderella Story) was the head cheerleader who was dating the star quarterback and would often bully the unpopular students at school, including Sam Montgomery (the Cinderella of the film) and her male best friend Connor (who had a huge crush on the mean cheerleader). Shelby got dumped by her boyfriend on the night of the Halloween Homecoming dance and made out with the guy who was dressed up as Zoro, only to realize that it was nerdy Connor. Disgusted, the cruel popular cheerleader rejected him and preferred to interact with him when she would copy off his homework and exams.
In this case, Stacy (a blonde cheerleader) is a pretty and popular girl at school, but she has a huge crush on Simon, the tuba player in the school’s marching band. She’s been in love with him since the 7th grade, even before he became a Disrespectoid (Sousaphone Simon). Stacy didn’t mind that Simon was a band geek. She doesn’t care whether he’s mutated or not. This odd couple has been going against all odds during their budding relationship, overcoming multiple obstacles both in and outside of school. Most of their peers, including their friends (and the other Disrespectoids), have been secretly rooting for Simon and Stacy to get together due to their friendly interactions with each other. During the spring of 8th grade, Simon and Stacy’s classmates (including Stacy’s BFF Chrissy) nominated and voted for Simon and Stacy to be king and queen of the 8th grade prom. They were also named the “Cutest Couple” for their class superlative. Simon did not expect so many adventures with Stacy. Tune in next time to how they were selected into homecoming court as the freshman couple!
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ecargmura · 3 months ago
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Blue Box Episode 8 Review - You Win Some, You Lose Some
Wow, I sort of expected Taiki to lose, but not like that! What a twist—to lose in the first round of the singles and was eliminated in the doubles as well. The story was NOT wanting Taiki to win at all. The only complaint I have about his loss is that it was off-screened. I wanted to see the moment he lost to Yusa. I wanted to know about his inner thoughts about losing in the first round. All we get is that we’re told this. It doesn’t feel like a deserved loss.
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However, the good thing is that we’re shown Taiki’s next big hurdles, ones even bigger than his senpai Haryu. Sajikawa has been teased as a powerhouse badminton team, but Yusa is shown to win without showing off his actual skills. However, this win does show that he is another obstacle for Taiki to overcome. Next is Hyodo, who is Haryu’s rival in a sense. He’s like the final boss of sorts. While it’s impossible for Taiki to challenge Hyodo, he’s Haryu’s obstacle to overcome.
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I do feel bad that Taiki’s question to Chinatsu will never be asked. Though, I do feel like she might still get him to ask it. I wonder if her basketball tournament will be shown on screen as she won her matches off-screen. Though, I do think that the radio calisthenics portion was the best part of the animation in the episode.
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Hina also came to visit, but Taiki lost before she could go and interact with him. I do like that she was hoping Taiki would get another chance like a round-robin, but those things don’t exist. She also knows that Taiki is super positive, he’ll bounce back. However, the episode shows that even an optimistic guy like Taiki can get upset and frustrated with his loss.
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Also, the voice cast for Hyodo and Yusa are crazy. Hyodo is voiced by Yuki Ono and Yusa is voiced by Kensho Ono. What do you mean you have Kagami and Kuroko as badminton players here? Not to mention, most of the major male characters have a voice actor who is also in Blue Lock. For the boys, everyone but Nishida are in Blue Lock. It makes me wonder who else will be casted?
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What’s going to happen now? Will Taiki still train for the next tournament? Will we see Chinatsu’s match?
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gameangliaindustrybrief · 4 months ago
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Research - First Person Puzzle Games
Portal:
Portal is a puzzle game where all the puzzles revolve around the use of two-way portals. The Player can use portals to move around the level, move objects, destroy turrets and to gain velocity to propel themselves. The game takes place in an abandoned testing facility and where player starts and ends the levels by getting in / out of an elevator. The levels are made from different materials that the portals either can or can't open upon. This gives the player a little less control with how they approach a level, so that they will have to find a way around getting to a high place or crossing a pit of acid. From experience I'd say that the puzzles are fairly simple as they are generally based around getting from one place to another, or guiding a laser to hit a certain point. The atmosphere was well set with GladOS; the narrator and the end boss; commenting on different things you do throughout a level as well as making jokes.
Dream:
Dream is a self described as a walking simulator where the player plays as Howard Phillips, who is struggling with life while awake; but while asleep he gets transported into his dreams. From what I've seen, the game is similar to that of The Stanly Parable where the player is walking through levels while a narrator; narrates. Reading the reviews from the steam page, it is quite mixed with reviews talking about how the game has great graphics, a good soundtrack and is relative to life in different ways. From a gameplay video I watched on the first act, it seems to lean more towards the walking simulator side rather than the puzzle side as I only saw one puzzle. As for this one puzzle; it wasn't that bad! It was the classic, 'turn one light on turn two off' kind of puzzle which looked challenging and its place in the level wasn't abrupt or random. Overall from what I saw, it seems like a neat little exploration game.
Superliminal:
Superliminal is a mind bending puzzle game where the player has to use perspective to complete puzzles. The plot of the game is that the player goes to Pierce Institute for therapy but ends up trapped lucid dreaming. The main selling point is that when the player picks up an object, depending on how close it is to the player - its size changes. The player can use this to complete various puzzles where they can use the enlarged object as a ramp, or use a shrunken object to trigger a pressure plate. Though it sounds like a simple concept, the game uses perception to deceive the player multiple times throughout the levels. I got to play this game completely blind (not literally) and so I was fooled by many of Superliminal's tricks. For example, there was a hallway that you can walk down that is a dead end; but the ending wall is painted so that it looks like there is no end to the hallway. The game's puzzles had me puzzled a fair few times as you have to look out of the box to figure them out. Something else I noticed is that the game's art style is a simplistic sort of has a kind of plasticky feel about it that did creep me out a bit.
Viewfinder:
Viewfinder is a first person puzzle game where the player can take and place photographs that become 3 dimensional when placed in the world. The player can use these photos to get around levels and to complete puzzles. I think this is a really interesting concept as I can think of multiple ways the game can present the player with some kind of obstacle for them to overcome. The levels take place in the sky / the void and has lush environments, which makes the whole atmosphere kind of magical combined with the magic camera. It makes the player really believe they are in a simulation (which they are). Something else about Viewfinder is that objects can fall out of the pictures, giving the game even more ways to make puzzles.
The Witness:
The Witness is an open world game where the player must complete over 600 puzzles to light up lasers around the map. The puzzles all have the same foundation: draw a path on a grid. But The Witness takes this for each of its puzzles, and adds different rules to it to make it more challenging. The game doesn't explain the puzzles to the player - letting them figure it out on their own through trial and error. The game takes place on an island and the puzzles blend in nicely with the environment as the puzzles with sometimes be parts of the environment.
The Stanley Parable:
The Stanley Parable is a story-based game where the player controls the silent protagonist, Stanley, and a narrator guiding them around an office building. The player can take different routes through the office building to get to new locations and achieve new endings all while the narrator is making witty remarks and telling jokes based on Stanley's actions. Like Dream in a way, The Stanley Parable is a walking simulator where the only controls are to move and sometimes click to interact; the game points fun at this from time to time with gags like 'the jump circle' which is a small taped off circle where the player has the ability to jump (only a certain amount of times however). The graphics are what I'd describe as mostly realistic with a touch of cartoony - in a similar way to Superliminal's graphics. The environment real lets the player know that they aren't a world-saving hero or a warrior of some kind, but just a clueless office employee walking from room to room.
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ga-industrial-brief · 4 months ago
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Viewfinder
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Viewfinder is a puzzle game where you use a Polaroid camera to take photos, which you can bring to reality in the real world and use them to add to or remove from the environment, hugely subverting what should be considered possible by the player. That visual direction is also fairly interesting, using colour and form to differentiate what is photo and what isn't. This also serves to keep the world visually appealing.
The main draw of the game is how the player can manipulate the world to get around an obstacle in ways nearly completely unique to Viewfinder. As the game lacks a Portal Gun, grappling hook or other problem-solving tool, the player has to rely entirely on considering what aspects of the environment can they photo to deal with an obstacle, at what angle and at what distance. This strongly encourages environment engagement with the nice side-effect of giving the player opportunity to appreciate the appealing visuals. Although the photo mechanic can be tricky to understand, particularly with how it works in the world, it is incredibly simple and just requires a suspension of disbelief - effectively, when the player considers 'it can't be just that simple', it usually is. Once this system is mastered, however, the player begins to see the environment considerably differently. My best [only] comparison is to The Lego Movie, with how Emmet begins to see once he becomes a Master Builder - the player doesn't see the environment as just a nice set, they see it as a way of dealing with an obstacle. This challenge and feeling of overcoming and outhinking the obstacle is supplemented by the developer's way of managing the players control, namely limiting the player's ability to take photos. This is done by controlling how many photos the camera has film for, giving the player more film or already taken photos. The rewind function augments this limit, allowing the player to skip back prior to a certain action in case they mess up. This is another example of how devs allow players to make mistakes without it feeling unfair, by giving them a chance to undo.
As I repeatedly touched on earlier, the visual style of Viewfinder is a lot more developed than that of the previous games. This is due likely to how the environment is integral to the gameplay loop of taking photos and bringing them to the real world.
In conclusion, I intend to take these lessons from Viewfinder: puzzles don't need complexity to be good, and allow the players to make progress and mistakes, but to undo these too.
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govindhtech · 8 months ago
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Astro Bot Games: An Overview of a Little Hero’s Epic Journey
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Astro Bot Game
One unique and endearing platformer in the colourful world of PlayStation VR (PSVR) games is Astro Bot. This series, created by the ASO Team at Japan Studio, has won over players’ hearts with its creative level design and endearing protagonist, Astro. This piece explores the universe of astro bot game, focusing on the game’s fundamental gameplay, distinctive virtual reality features, and all-around appeal that has made it a popular VR series.
Astro Bot: A Mission-driven Bot The main character is Astro, a little, blue, and utterly charming robot. Astro is a pleasure to operate because of his upbeat disposition and expressive motions. Astro goes on a variety of missions in the games, such as exploring unexplored planets and saving his fellow bots who have been taken hostage by the hostile extraterrestrial force known as the Spacenoids. Every mission takes place on brightly coloured stages with obstacles to overcome, bosses to vanquish, and mysteries to uncover.
Platforming with a Modern Spin: VR’s Power Astro Bot is really unique because of its skillful utilisation of virtual reality technologies. In the game, the player assumes the position of a massive floating presence who observes Astro from the third person. Players can plan jumps, navigate Astro through treacherous passages, and even peer around corners to foresee threats thanks to this special view point. In contrast to classic platformers, leaning and peeking into the virtual world adds a level of immersion.
The VR controls improve the whole experience much more. While the PlayStation Move controllers (or the PSVR Sense controllers on PlayStation 5) serve as Astro’s assisting hands, players travel the planet with the DualShock controller. With these virtual hands, players can throw Astro towards platforms or secret regions, punch adversaries, and grab stuff. Players experience a genuine sense of connection to the action as a result of this interactive element, which deepens and engages the gameplay.
Level Design Mastery: An Abundance of Options The games created by astro bot game have amazing level design. Every stage has been painstakingly designed, providing a wide variety of difficulties and themes. Gamers can fly through space stations, cross sweltering deserts, explore undersea depths, and meander through beautiful jungles. There are many hidden nooks and crannies that beg for exploration, as well as mysteries to find and collectibles to acquire throughout the levels.
The level design is significantly enhanced by the VR perspective. Instead of being able to see these things in a standard game, players can twist their necks to admire towering structures, peek into the depths of chasms, and witness stunning landscapes. A deft use of scale is another factor. Gamers may find themselves dwarfed by enormous alien bosses or towering over little Astro as he navigates a little cityscape. The overall allure of the Astro Bot experience is enhanced by this ongoing feeling of amazement and wonder.
Beyond Just Platforming: A Variety of Gameplay Features The basic gameplay mechanic in Astro Bot game is still platforming, but there are additional components added to keep the experience interesting. Along the way, players can make use of a variety of tools, like a rocket thruster for brief bursts of flight, a grappling hook for swinging across gaps, and a boomerang for stunneing adversaries. These devices give the gameplay more strategic depth and puzzle-solving components.
There are unique parts of Astro’s costume hidden throughout the stages. Not only do these provide a fun element, but collecting them can also grant special powers. Higher jumps are possible with a spring costume, throwing stars is possible with a ninja suit, and Astro can swim underwater with ease thanks to a mermaid tail. In addition to changing the look, these outfits promote exploration and replay value as players look for all the hidden collectibles.
A Visually Stunting and Delightfully Catchy Feast for the Senses Astro Bot game offer visually stunning content. The vivid hues, intricate settings, and poignant character movements combine to produce an aesthetically fascinating experience. The levels are vibrant and full of interactive features and whimsical accents. VR’s use of perspective improves the images even further. Gamers may zoom out to see the scope of a level or get up close to appreciate the minute elements of Astro’s creation.
Just as amazing is the acoustic design. The cheerful and wacky soundtrack nicely captures the playful vibe of the game. With each action, the clear and precise sound effects deliver gratifying feedback. The sound design further draws players into the Astro Bot universe, from the satisfying thud of a punch landing on an enemy to the boing of a spring jump.
The Changing Universe of Astro Bot: A Series with Durability Astro Bot Rescue Mission (2018) and Astro’s Playroom (2020) are the main Astro Bot films. First game introduced Astro and his universe while showing VR technology with outstanding platforming.
The PlayStation 5’s pre-installed game Astro’s Playroom went one step farther.
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fortressofserenity · 10 months ago
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Overpowered Hero
I feel some of the real reasons why characters like The Flash and Superman don’t easily lend themselves to video games, especially as protagonists, because of the fact that they’re so overpowered and some of their own villains aren’t particularly that powerful that they could easily take them out. Superman also has the additional problem of having very disparate villains, where characters like Silver Banshee could easily be part of another character’s rogues’ gallery. She’s also fairly underpowered compared to him in that she can only generate loud sounds, that unless if writers make her find ways of undermining him (and maybe they likely already did) she’ll always stick out like a sore thumb when it comes to creating a credible Superman game.
Similar things can be said of Lex Luthor where absent his equipment, he’s going to be another human up against an overly powerful demigod where if one were to do a viable Superman game with him in it he better be the protagonist. The playable character pitted against a superpowered boss, not that playable characters can’t be super-powerful themselves. But even then when it comes to playing a video game, the character has to be playable enough for the player to keep up with in any way given the limitations. Speaking from my experience playing video games lately, one has to find a way to beat time or the obstacle to get there. Superman wouldn’t be that playable as a video game character, let alone as the protagonist, because he faces so few obstacles that he could easily overcome things. Similar things can be said about the Flash at this point.
He has a lot of tangentially related abilities in his arsenal that he could easily defeat his opponents when given the opportunity, so the only way he could become a viable protagonist in a video game isn’t just to limit his powers but also turn a Flash themed video game into a survival game. Especially if he has to spend much of his time running away from characters like Captain Cold and Heatwave who are all out to kill him, that way he has obstacles to face and overcome but it wouldn’t be a game where he actually beats them up a lot. Rather it’s a game where he has to literally run for his life because somebody else will always find ways to undermine him, so it’s a cat and mouse game that he often finds himself in.
So it seems some characters don’t work particularly well for video games, but because they themselves could easily overcome any obstacle that comes in their way that they’re not particularly that playable. So with some video games at least, there’s the whole point of having to overcome obstacles in a matter of time. Or at least to solve things that aren’t particularly that easy, something that both the Flash and Superman could easily resolve because of how powerful they are. So this is why it’s so hard coming up with a good Flash or Superman game, let alone come into fruition since the one Flash game got cancelled. They’re so overpowered that they can overcome many things with ease, which is against playability.
Some people play video games as a way to overcome obstacles or resolve things as much as they can, but an overly powerful character eliminates this so the quest for a good Superman game is going to be there in some way. The problem is some fans want these same characters to be as powerful as they are in the funnybooks, but these same traits make it harder for a gamer to play as either one of them when kept as they are. A good Flash game is possible but only under certain conditions where not only would the Flash be nerfed, but that it’s going to be a glorified survival game where he’s pitted against people who’re out there to undermine him. Even if this lends itself to more enjoyable playability, it’s not something Flash fans want.
But game developers are stuck between a rock and a hard place where they want the characters to face actual challenges in order to make the game playable, but fans want said characters to be as powerful as they are in the funnybooks. The reason why Batman gets a lot of video game adaptations is that by being a mere mortal, he has many things that get in his way in order to overcome whereas a character like the Flash undermines this. Superman also has this problem and it seems some people are too biased towards these kinds of characters to see the problem as it is, if some games require a difficulty curve then neither Flash nor Superman can fulfil this.
The only way to make them amenable to a video game is to limit them, as to make them overcome things that get in their way. But fans don’t want that, even if it makes it playable.
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anthonybialy · 11 months ago
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Consistency’s Downside with Playoff Outcast Buffalo Sabres 
Remember the eclipse?  That celestial ballet from way back last week featured an exhilarating example of getting in the way.  Obstacles aren’t as satisfying for a team that never overcomes them.  Unlike the Moon blocking the Sun, darkness around the Buffalo Sabres remains.  A few stunning minutes of visible corona was more than the roster offered during yet another dang bleak campaign.
If the Sabres hated their fans, nothing would change.  The fact they’re presumably trying hard to finish in the top half makes cheering in Hell even more agonizing.  The ice keeps melting.  If Sabres fans on an alternate DC Comics  Earth are coping with active contempt from a diabolical owner, the resulting sense on this version of our planet is identical.  Fan Appreciation Night gets funnier every year.  I don’t appreciate them.
Extending their own unprecedented mark surely must be an accomplishment.  We should feel elated when our beloved club doing something no other has ever done.  They don’t keep bad records, right?
A high quantity of an item may or may not be desirable.  I wish there were some way to make life less ambivalent.  Paula’s sometimes sells a baker’s dozen of the universe’s best donuts for the price of a regular one.  See: that’s a welcome 13.  By contrast, missing the playoffs that many times in a row may not quite be lucky.
A league set up so half the teams move on features one consistent outcast.  This seems like a good time to point out the Sabres seized the right to keep playing during their third ever season.
This failed enterprise violates the first rule of business, namely the need for spending money in order to make it.  Trying to run a team on the cheap leads to false economy.  Dedicated potential buyers are ready to drop a fortune on the right to sit and watch for a few hours.  All ownership has to do is invest enough to make a competitive product.  Only hiring staffers who accept coupons is ultimately not a good value.  Customers stop buying the product in case Sabres executives still don’t grasp why shortsighted saving fails to pay off.
For a multibillionaire, Terry Pegula is one lousy entrepreneur.  Making taxpayers fund his football venue is as close as he gets to shrewd maneuvering, and forcing New Yorkers to invest makes him a shameless welfare deadbeat.  Keep working to afford a personal seat license that costs more than a Mini Cooper for the right to pay for the seat itself.
Stealing joy is not a crime, which is why Pegula has avoided probation.  He’d make taxpayers post bail.  It should be exciting to head to a game yet hasn’t been since around the introduction of the iPad.  Forced thrills define a relationship that used to create happiness in the MySpace era.  Vague memories of enjoyment are the sole reason to administer a dose of voyeuristic masochism.  The fact there are any season ticket holders left is a testament to unabashed loyalty paired with unsubstantiated hope.
Is the Sabres Store still open? I want to get a Donny Meatballs shirt before they sell out.  I was a Granato hipster who thought he’d fail from the start. Realistic fans could wish for promising results while suspecting they were never pending.  The difference between wanting something to happen and knowing it won’t sums up the team.
There’s no rule against letting an intern change lines.  The Sabres have come close to proving such.  The innovative franchise’s solution to ending playoff banishment was hiring a first-time NHL head coach whose specialty is developing players who aren’t old enough to buy lottery tickets.  If that sounds ridiculous, wait until you hear about the NHL general manager whose last gig was running a hockey school.
Granato is gone from a job he never should’ve held. A firing will have to count as progress. There’s still a looming sense of dread despite taking an important step. In Return of the Jedi, the Rebel Alliance celebrates blowing up the Death Star even though the entire Empire fleet remains. The Sabres are similar, only still surrounded by ineptness.
Obvious ideas may be the best ones.  Kevyn Adams wants a coach with experience, unlike him. I suppose he’s right in the same sense forwards should be able to score and goalies ought to stop pucks. I don’t know why the idea of a worker who’s proven he can do the job is only occurring to him now. The evaluations should continue, including of the evaluator. Ask Adams how much time he spends on TPS reports.
Cause and effect combine to be mean.  Losses count for a trifling reason like not playing particularly inspirationally.  Why should a team never get to compete for a trophy just because others accumulate more points?  The elitist system seems arbitrary.
Similarly, you hurt the dear feelings of humans presently connected to the Sabres when you notice when the cool kids stopped inviting them to postseason parties.  A franchise that at least featured bouts of semi-success under previous owners turned into an insurance write-off as soon as Pegula got to guide it.  He has the worst luck.
So, this is the result of the plan to end the worst playoff outcast streak in league history.  You’d think those responsible might feel a bit more desperation.  But there’s apparently no reason to panic because they’ve played around a thousand embarrassing games.  Kyle Okposo got a special night for that very reason.
Sports teach how intentions mean nothing without actions.  Useful lessons aren’t always fun.  Ask the owner if he wants to win and he would say yes.  A lie detector that worked would back him up.  But intentions don’t lead to a Sweet 16 appearance.  Ralph Wilson would’ve also claimed he was committed to victories as he tried to pay players with change.
Every conversation about the Sabres revolves around the fact that no other NHL team has ever failed like this.  Virtually all lamentations are justified.  They truly have been as bad as claimed on social media for this long.  Singular woe is the reward for fans who decline repeated dares to quit.
Rotten culture starts at the top.  That means ownership, since Terry seems confused.  Trading everyone should compete with firing everyone.  But personnel transactions won’t necessarily fix a toxic work environment.  Nothing changes, by which I mean the boss.
We won’t wake up until those in charge do.  The dream of an organization steered by a rich fan with the desire to win has become an endless nightmare.  You know a team’s pathetic when missing the playoffs yet again may be the best-case scenario instead of pretending everything’s swell following a first-round exit.  One more freaking failed season may finally force a team that needs an intervention to acknowledge hitting rock bottom.
But simple improvements like hiring experienced hockey people then letting them work without interference remain elusive.  The drought was unacceptable a decade ago, yet we’re sold the same paltry crops.  The owner won’t fire himself.
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negolinks · 1 year ago
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AFCON 2024: The Super Eagles of Nigeria and the Road Ahead
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By: Engr. Nego   The Africa Cup of Nations (AFCON) is one of the most highly anticipated and prestigious football tournaments in Africa. And as we look ahead to AFCON 2024, all eyes are on the Super Eagles of Nigeria, one of the most successful teams in the history of the tournament. The Super Eagles have won the AFCON title three times, in 1980, 1994, and 2013, and have consistently been a top-performing team in the competition. However, in recent years, the team has faced some challenges and setbacks, leaving fans wondering what lies ahead for the Super Eagles in AFCON 2024. The African Cup of Nations (AFCON) 2024 has been a rollercoaster ride for the Super Eagles of Nigeria. The team, led by Head Coach Jose Peseiro, has shown moments of brilliance but also faced challenges. The Journey So Far The Super Eagles, three-time champions, entered the tournament with a strong 25-player roster. The team includes notable players like Captain Ahmed Musa, Kenneth Omeruo, Wilfred Ndidi, and Victor Osimhen. They started their quest for a fourth title against Equatorial Guinea, followed by matches against host nation Cote d’Ivoire and Guinea Bissau.   Despite the challenges, the Super Eagles managed to secure a place in the last 16, thanks to a 1-0 victory over Guinea-Bissau. The only goal of the game came from an own goal by Guinea-Bissau’s Opa Sangante. However, the team’s performance has been a cause for concern.   The Impact of Their Performance President Bola Tinubu expressed his dissatisfaction with the team’s performance during the group stage. He charged the Super Eagles to up their game ahead of their round of 16 tie. This sentiment was echoed by many fans and critics alike, who believe that the team needs to deliver a stronger showing in the later stages of the tournament.   The Road Ahead The Super Eagles are scheduled to face the Indomitable Lions of Cameroon in the round of 16. This match is crucial for the team, not just for their progression in the tournament, but also to prove their mettle and respond to the criticism they’ve faced.   Team leader Ahmed Musa has appealed to President Tinubu to attend their live match, believing it would greatly inspire the players. The Minister of Sports, John Enoh, confirmed that President Tinubu will be in attendance.   The Super Eagles have a rich history in AFCON and a strong desire to add another title to their collection. The road ahead is challenging, but the team has the talent and the determination to overcome these obstacles. With the nation’s support and the keen interest of President Tinubu, the Super Eagles have every reason to strive for success in the upcoming stages of AFCON 2024.   In conclusion, the road ahead for the Super Eagles of Nigeria in AFCON 2024 is filled with both challenges and opportunities. With a dynamic and talented squad, led by a skilled coach, there is no doubt that Nigeria has the potential to once again become champions. However, it will require dedication, hard work, and strategic planning to overcome the formidable teams they will face. The passion and resilience of Nigerian football fans will undoubtedly be a driving force in supporting their team every step of the way. As the countdown continues, all eyes are on the Super Eagles as they embark on this exciting journey ahead (AFCON 2024), aiming for nothing less than glory and cementing their legacy as one of Africa's football powerhouses. Read the full article
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